Wind
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panther501
- Posts: 52
- Joined: 2008-09-19 22:08
Wind
Would it be possible to add a wind element to the game? It would be much more realistic because then soldiers would have to compensate for long-range shots and move their cross hairs accordingly. You could also add sandstorm animations that could wound the player if they enter it. Please add onto the idea.
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Cyrax-Sektor
- Posts: 1030
- Joined: 2007-10-15 21:12
Re: Wind
I think with higher graphics settings, smoke can be effected by large vehicle movement. Not sure if it's wind, but it could serve as an environmental effect. But modifying a player's deviation with this wind seems impossible.
On desert maps like Ejod, there are mini sandstorm clouds about the size of a player. They don't wound the player, but they're nice eye candy.
On desert maps like Ejod, there are mini sandstorm clouds about the size of a player. They don't wound the player, but they're nice eye candy.
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CodeRedFox
- Retired PR Developer
- Posts: 5919
- Joined: 2005-11-08 00:47
Re: Wind
Wind as far as dirt clouds, clouds, smoke are all apart of the particle system. This in no way is related to the physics in the game. Visual element only.

"apcs, like dogs can't look up" - Dr2B Rudd
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Spuz36
- Posts: 533
- Joined: 2007-08-11 11:52
Re: Wind
Only engine I know of now that takes wind into effect is the Crysis engine, with their tornadoes. there may have been ones before but that's all i know of now. It would be cool to add the wind effect, but it would be too random, you can't have a constant wind blowing, or have it only in one spot. Me being a weather nut, would have a fit over all that junk
It would be cool to see smoke moving and stuff, but that would be part of the particle systems. Good idea though.
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Bob_Marley
- Retired PR Developer
- Posts: 7745
- Joined: 2006-05-22 21:39
Re: Wind
Closed for resuggestion and/or hard codedness.
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
Many thanks to [R-DEV]Adriaan for the sig!
Many thanks to [R-DEV]Adriaan for the sig!



